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== Schedule ==
 
== Schedule ==
 
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]
 
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Pawns will continue their current task until finished. Only then will a colonist check their schedule and work tabs for other possible assignments. Task lengths vary.
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The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.   
  
 
==== Anything ====
 
==== Anything ====
  
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 35%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until fully rested.  
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The pawn will attempt to [[work]] per their priorities, unless their [[needs|need]] to [[Recreation|recreate]], [[Saturation|eat]], or [[rest]] fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested.
  
Pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect. The current work task can be manually ended by [[Draft|drafting]] and undrafting the pawn.  
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Colonists won't immediately stop research work with 2nd priority to patient themselves at 1st priority, but players can force colonists to stop any task using [[draft]] and undraft.
  
 
==== Work ====
 
==== Work ====
  
The pawn will attempt to [[work]] per their priorities unless their need to [[Saturation|eat]] falls below 30% and without regard for sleep or recreation. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that when a pawn's rest need reaches zero, they will eventually fall asleep in their current location (e.g., the ground), regardless of their schedule, and wake up at 20% rest need. The pawn will never recreate.
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The pawn will attempt to work per their priorities, regardless of their needs except the need to eat. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule.
  
 
==== Recreation ====
 
==== Recreation ====
  
The pawn will attempt to [[work]] per their priorities unless their [[needs|need]] to [[Recreation|recreate]] falls below 95%, their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 30%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this schedule begins, they will not wake up and instead continue to sleep until rested.
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The pawn will attempt to fulfill their need for recreation. This continues until either they have filled their recreation need to 95% or they become hungry or tired. Then, they will attempt to satisfy their needs or work. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested.  
  
 
==== Sleep ====
 
==== Sleep ====
  
The pawn will attempt to [[work]] per their priorities, unless their need to [[Saturation|eat]] falls below 30%, their need to [[rest]] falls below 75%, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. When those thresholds are met, they will instead attempt to fulfill those needs. The pawn will wake up to eat if [[Saturation|eat]] falls below 12.5%. The pawn will not sleep past 100% need, but will instead wake up and evaluate the priorities per the schedule and work tab.
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The pawn will attempt to sleep during this scheduled time. They sleep until they have filled their rest need to 75%, at which point they will attempt to work or recreate, or until their need to eat falls below a certain threshold, at which point they will attempt to eat.  
 
 
A pawn scheduled to sleep will not do [[Recreation|recreate]] except if idle.
 
  
 
==== Meditate ====
 
==== Meditate ====
  
 
{{Royalty|section=1}}
 
{{Royalty|section=1}}
The pawn will attempt to [[meditate]], preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will meditate until their [[needs|need]] to [[Saturation|eat]] falls below 30% or their need to [[rest]] falls below 15%. When those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation and their recreation need will fill to 100% if able. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}}, and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level, i.e. meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.
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The pawn will attempt to [[meditate]], preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will continue to do this until their need to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation, and thus they will not need to recreate during. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}}, and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level. Meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.
 
 
Meditation will be scheduled at any recreation need below 100%. Pawns will sporadically perform other tasks if they continuously meditate at 100% recreation need, indicating that this is behavior similar to other schedules, but with a threshold of 100%, and that the work check can sometimes be met. Meditation is a work task with a duration and like the other schedules, pawns will continue their current work task until finished, so that the need percentages may fall below the threshold, but when looking for the next task the schedule thresholds will be in effect.
 
  
 
{| class=wikitable sortable style="text-align: center;
 
{| class=wikitable sortable style="text-align: center;
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|-
 
|-
 
! [[File:Schedule Meditate.png]]  
 
! [[File:Schedule Meditate.png]]  
| 15% || Always Meditate || Yes || -
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| 16% || Always Meditate || Yes || -
 
|-
 
|-
 
! [[File:Schedule Sleep.png]]  
 
! [[File:Schedule Sleep.png]]  
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|}
 
|}
  
Early game, colonists may be set to permanent work until basic infrastructure and accommodations are constructed, but permanent work has a high chance of mental breaks.  
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Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.
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Early game, colonists should be set to permanent work until basic infrastructure and accommodations are constructed. After this, the best schedule for an average pawn is 2 hours of recreation in the morning (5-7 am), 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. Excess nightime "anything time" minimizes the time wasted sleeping.  
  
 
The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep.
 
The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep.
 
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Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff.
Psycasters{{RoyaltyIcon}} can have hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff.
 
  
 
=== Allowed area ===
 
=== Allowed area ===
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=== Threat response ===
 
=== Threat response ===
{{stub|section=1|reason=Mechanical details. How close to enemies to flee/attack, will they ignore even when engaged in melee, what about if blocking them in etc}}
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Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane.
Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane. Melee colonist in attack mode attack enemies within a radius of 8 cells inclusive pawns. Ranged colonists in attack mode attack enemies within a radius that is approximately 70% of the weapons maximum range up to a max of about 20 cells.
 
 
{| style="margin-left: 19px;"
 
{| style="margin-left: 19px;"
 
|- style="height: 23px;"
 
|- style="height: 23px;"
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=== Treatment options ===
 
=== Treatment options ===
 
{{See also|Doctoring#Treatment options{{!}}Doctoring}}
 
{{See also|Doctoring#Treatment options{{!}}Doctoring}}
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. The default setting can be adjusted at the "Defaults" button next to the medical quality level on a pawn's health tab.
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Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on.  
  
 
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.
 
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.
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=== Food restriction ===  
 
=== Food restriction ===  
 
{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}}
 
{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}}
Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named Lavish, allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.
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Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named ''Simple,''' allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.
  
Hungry Pawns attempt to eat the food that grants them the most mood that they are allowed to eat. If multiple foods grant the same mood the colonist will eat the closest. If the colonist has a meal in their inventory and is starving (below 12.5% food saturation), or if their desired meal is more than approximately 90 cells away, they will eat the meal from their inventory regardless of the inventory meal's quality. After eating, a colonist attempts to refill their food inventory slot with the meal that grants them the most mood allowed by their food restriction.
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When hungry, pawns first consume any meal they are carrying. They then attempt to refill their food inventory slot with the best meal allowed by their food restriction. A pawn will automatically decide to grab a [[fine meal]] if no [[lavish meal]]s are available; then a [[simple meal]] if no fine meals are available, and so on. They will consume [[raw food]] if nothing else is available, at a mood penalty.
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 +
Pawns with the [[traits#cannibal|Cannibal trait]] will preferentially eat human [[corpse]]s, raw [[human meat]], or meals cooked with human meat.  
  
 
There are several default food restrictions as follows:
 
There are several default food restrictions as follows:
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:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.
 
:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.
 
:* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed.  
 
:* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed.  
:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed, including animal products.
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:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed, including [[animal products]].
 
:* '''Nothing:''' All food types disallowed.
 
:* '''Nothing:''' All food types disallowed.
 
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed.  
 
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed.  
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=== Drug policies ===  
 
=== Drug policies ===  
{{stub|section=1|reason=Insufficient detail on the options and how they're implemented mechanically}}
 
 
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.  
 
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.  
  
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will. Pawns on a [[mental break|food binge]] may take drugs for recreation regardless of player settings. Pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" and "Take drugs for addiction" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.
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Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will and pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.
 
 
Pawns can also be told to keep a certain number of doses for each individual drug type. NOTE: Sometimes colonists do not put appropriate drugs in their inventory and the reason why is currently unknown.
 
 
 
The "For Addiction", "For Recreation" and "Scheduled" check boxes have "OR" functionality. The "Scheduled" options of "Frequency", "Only if mood below" and "Only if recreation below" sliders have "AND" functionality. The "Scheduled" "Frequency" option uses the time since last ingestion and not the time of "last scheduled ingestion".
 
  
A drug set to "For Recreation" can be taken anytime the colonist does Recreation. A drug held in inventory will aways be preferred when taken "For Recreation."
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Pawns can also be told to keep a certain number of doses for each individual drug type.
  
 
There are several default drug policies as follows:
 
There are several default drug policies as follows:
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* [[Food]] has [[Deterioration|deteriorated]] in storage
 
* [[Food]] has [[Deterioration|deteriorated]] in storage
 
* [[Rice plant]] died because of cold
 
* [[Rice plant]] died because of cold
* [[Goodwill|Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)
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* [[Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)
 
* [[Spring]] has begun
 
* [[Spring]] has begun
 
* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving
 
* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving
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* [[Version/1.3.3066|1.3.3066]] -  Wildlife tab refinements
 
* [[Version/1.3.3066|1.3.3066]] -  Wildlife tab refinements
 
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.
 
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.
* [[Version/1.4.3523|1.4.3523]] - Fix: Drug take to inventory in policy can exceed def-defined limit.
 
  
 
[[Category:RimWorld game]]
 
[[Category:RimWorld game]]

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